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Latest CSM notes : Rumours of attribute points/implants being removed.

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Rain6637
GoonWaffe
Goonswarm Federation
#981 - 2015-02-17 10:53:21 UTC
what he's saying and what you think he's saying are two different things.
xxxTRUSTxxx
Galactic Rangers
#982 - 2015-02-17 10:53:24 UTC
Gregor Parud wrote:
Dave Stark wrote:
lies?

not in the slightest; tanking skills and gunnery skills use two totally different sets of attributes. it's an undenyable fact that you cannot train both optimally on the same remap. this leaves the situation where new players, who need both sets of skills are FORCED to train at least one, if not both of these types of skills suboptimally.

feel free to find a lie there, but that's the reality of the situation.

for the likes of (probably) you and (definitely) me, who are probably somewhere around the point where our support/fitting/tanking skills are where they need to be - we can comfortably sit in a per/will remap and cross train all the guns/ships optimally and not care about attribute remaps for years at a time. new players do not have this luxury.


Go create a blank character in EFT, select a chosen path with decent skills that any newbie would be proud of. I made one for caldari with missile skills, T2 light med drones, T2 light missiles for frigate pvp and all lvl 4 ship skills, being able to decently fly a Raven for PVE. Total SP count just under 8 mil.

- with base attribs total training time is 175 days
- with perc/int total training time is 160 days
- with 3 remaps for perc/wil, int/mem and mem/perc (drones), which would be dumb as hell as it's a waste but lets go with it, total training time is 152 days



So, by not using a pretty standard perc/int remap and instead going for a ******** "lets waste all my 3 remaps right away" OCD attitude you gained.... 8 days, out of 160 total. That's like 5%? WHO GIVES A ****!



In short: less hyperbole, more facts and maths.



it's laughable isn't it.. lol Roll
Dave Stark
#983 - 2015-02-17 10:53:43 UTC
xxxTRUSTxxx wrote:
you are not forced to do anything, you make a chioce. there's the lie.


once more, you are forced as your only 2 choices are to train things suboptimally.

your two choices are "train it all suboptimally" or "train half of it really suboptiamally". there's no lie in there what so ever.

you could just prove me completely wrong by letting the whole world what combination of attributes would let a new player train both his core skills, and his ship skills as optimally as us veterans single mindedly train 1 set of skills due to not being constrained by the need to train fitting/support skills any more.

however, we both know you won't let us know that combination of attributes; as it simply doesn't exist. no level of planning or effort will get around the painful fact that that the attribute system simply forces new players to train *something* suboptimally and the range of 'basic' skills they require is too large to avoid ending up having to train something suboptimally.
xxxTRUSTxxx
Galactic Rangers
#984 - 2015-02-17 10:55:16 UTC
Dave Stark wrote:
xxxTRUSTxxx wrote:
you are not forced to do anything, you make a chioce. there's the lie.


once more, you are forced as your only 2 choices are to train things suboptimally.

your two choices are "train it all suboptimally" or "train half of it really suboptiamally". there's no lie in there what so ever.

you could just prove me completely wrong by letting the whole world what combination of attributes would let a new player train both his core skills, and his ship skills as optimally as us veterans single mindedly train 1 set of skills due to not being constrained by the need to train fitting/support skills any more.

however, we both know you won't let us know that combination of attributes; as it simply doesn't exist. no level of planning or effort will get around the painful fact that that the attribute system simply forces new players to train *something* suboptimally and the range of 'basic' skills they require is too large to avoid ending up having to train something suboptimally.



will you stop whining about a 5% difference. ffs
Dave Stark
#985 - 2015-02-17 10:58:08 UTC  |  Edited by: Dave Stark
Gregor Parud wrote:
Dave Stark wrote:
lies?

not in the slightest; tanking skills and gunnery skills use two totally different sets of attributes. it's an undenyable fact that you cannot train both optimally on the same remap. this leaves the situation where new players, who need both sets of skills are FORCED to train at least one, if not both of these types of skills suboptimally.

feel free to find a lie there, but that's the reality of the situation.

for the likes of (probably) you and (definitely) me, who are probably somewhere around the point where our support/fitting/tanking skills are where they need to be - we can comfortably sit in a per/will remap and cross train all the guns/ships optimally and not care about attribute remaps for years at a time. new players do not have this luxury.


Go create a blank character in EFT, select a chosen path with decent skills that any newbie would be proud of. I made one for caldari with missile skills, T2 light med drones, T2 light missiles for frigate pvp and a Raven for PVE. All lvl 4 ship skills and proper support skills. Total SP count just under 8 mil.

- with base attribs total training time is 175 days
- with perc/int total training time is 160 days
- with 3 remaps for perc/wil, int/mem and mem/perc (drones), which would be dumb as hell as it's a waste but lets go with it, total training time is 152 days



So, by not using a pretty standard perc/int remap and instead going for a ******** "lets waste all my 3 remaps right away" OCD attitude you gained.... 8 days, out of 160 total. That's like 5%? WHO GIVES A ****!



In short: less hyperbole, more facts and maths.


for a new player, 8 days is a long time.

and congratulations you've just proven you've had to blow THREE remaps to achieve a level of training the rest of us enjoy simply by not being new to the game.

basically you've just told us what i've been saying all along; they either get shafted by 8 days, or 23 days. they have to waste all that time to achieve a training time that we, once again, get to enjoy just because of our character's age. [edit, worded that sentence badly, but you get the point]

cheers, saved me doing the maths myself and still proved my point.
Dave Stark
#986 - 2015-02-17 10:59:02 UTC
xxxTRUSTxxx wrote:
Dave Stark wrote:
xxxTRUSTxxx wrote:
you are not forced to do anything, you make a chioce. there's the lie.


once more, you are forced as your only 2 choices are to train things suboptimally.

your two choices are "train it all suboptimally" or "train half of it really suboptiamally". there's no lie in there what so ever.

you could just prove me completely wrong by letting the whole world what combination of attributes would let a new player train both his core skills, and his ship skills as optimally as us veterans single mindedly train 1 set of skills due to not being constrained by the need to train fitting/support skills any more.

however, we both know you won't let us know that combination of attributes; as it simply doesn't exist. no level of planning or effort will get around the painful fact that that the attribute system simply forces new players to train *something* suboptimally and the range of 'basic' skills they require is too large to avoid ending up having to train something suboptimally.



will you stop whining about a 5% difference. ffs


i'm not whining about any % difference.

i'm just pointing out that new players shouldn't be forced to train things suboptimally due to simply being new to the game and that alone should be enough of an argument for wanting the attribute system revamped at minimum, and removed at best.
Gregor Parud
Imperial Academy
#987 - 2015-02-17 11:02:36 UTC
Dave Stark wrote:
for a new player, 8 days is a long time.

and congratulations you've just proven you've had to blow THREE remaps to achieve a level of training the rest of us enjoy simply by not being new to the game.

basically you've just told us what i've been saying all along; they either get shafted by 8 days, or 23 days. they have to waste all that time to achieve a training time that we, once again, get to enjoy just because of our character's age.

cheers, saved me doing the maths myself and still proved my point.


No, what we've proven is that your OCD and sperging about not being optimal is based on a 5% "loss" of sp, and that newbies can select a simple single remap getting them within 5% of super optimal training (which would be silly to do in the first place).
Dave Stark
#988 - 2015-02-17 11:04:24 UTC
Gregor Parud wrote:
Dave Stark wrote:
for a new player, 8 days is a long time.

and congratulations you've just proven you've had to blow THREE remaps to achieve a level of training the rest of us enjoy simply by not being new to the game.

basically you've just told us what i've been saying all along; they either get shafted by 8 days, or 23 days. they have to waste all that time to achieve a training time that we, once again, get to enjoy just because of our character's age.

cheers, saved me doing the maths myself and still proved my point.


No, what we've proven is that your OCD and sperging about not being optimal is based on a 5% "loss" of sp, and that newbies can select a simple single remap getting them within 5% of super optimal training (which would be silly to do in the first place).


actually, all we've proven is that i'm right.

new players, because they're new are forced to suffer lower training times because of the range of skills they need.
xxxTRUSTxxx
Galactic Rangers
#989 - 2015-02-17 11:05:55 UTC
Dave Stark wrote:


for a new player, 8 days is a long time.



8 days,,,, is a long time ?

i don't understand exactly what you want? you think 8 days of training is the difference in players sticking around or not?

you really believe this?

Dave Stark
#990 - 2015-02-17 11:07:35 UTC
xxxTRUSTxxx wrote:
Dave Stark wrote:


for a new player, 8 days is a long time.



8 days,,,, is a long time ?

i don't understand exactly what you want? you think 8 days of training is the difference in players sticking around or not?

you really believe this?



I don't want anything. i was just stating a fact and people were like "that's a lie" now we've systematically gone through the whole thing and pointed out that i'm right i'm pretty much done here to be honest.
xxxTRUSTxxx
Galactic Rangers
#991 - 2015-02-17 11:07:47 UTC
Dave Stark wrote:


i'm not whining about any % difference.

i'm just pointing out that new players shouldn't be forced to train things suboptimally due to simply being new to the game and that alone should be enough of an argument for wanting the attribute system revamped at minimum, and removed at best.


again with the forced. did you never think it might designed that way for a reason, ffs.

and you are whining about 5%
Gregor Parud
Imperial Academy
#992 - 2015-02-17 11:07:58 UTC
Dave Stark wrote:
Gregor Parud wrote:
Dave Stark wrote:
for a new player, 8 days is a long time.

and congratulations you've just proven you've had to blow THREE remaps to achieve a level of training the rest of us enjoy simply by not being new to the game.

basically you've just told us what i've been saying all along; they either get shafted by 8 days, or 23 days. they have to waste all that time to achieve a training time that we, once again, get to enjoy just because of our character's age.

cheers, saved me doing the maths myself and still proved my point.


No, what we've proven is that your OCD and sperging about not being optimal is based on a 5% "loss" of sp, and that newbies can select a simple single remap getting them within 5% of super optimal training (which would be silly to do in the first place).


actually, all we've proven is that i'm right.

new players, because they're new are forced to suffer lower training times because of the range of skills they need.



Based on what logic?
Rain6637
GoonWaffe
Goonswarm Federation
#993 - 2015-02-17 11:08:13 UTC
There's also the matter of value for your sub fee. If you train slower, you're receiving less SP value for it.

8 days can also be especially painful if it's a prereq for something else, that has to be suffered.
NeodiuM
Deep Core Mining Inc.
Caldari State
#994 - 2015-02-17 11:10:16 UTC
CCP Darwin wrote:


For example, double-clicking in space to steer your ship is clearly explained in the initial tutorial, before the career agents. But, the majority of new players miss it, because they're focused on interacting, not reading. It's right up in front of them in black and white, but my personal straw poll says that 100% of them (+/- 0%) miss it.

It's easy to say that one should overhaul the new player experience to make the introduction to the game more about doing things and less about reading blocks of text, but that's spectacularly hard to execute (not that the folks working on the new player experience aren't trying!) -- particularly when the basic game mechanics are as complicated as EVE's.



Pretty much this.

When I posted earlier about trying to introduce friends to the game some of the replies stated that I should have taken the time to explain to him about the attribute system, SP per hour and skill planning.

I've thought about the point CCP Darwin makes which is "how do I explain this to him".

On the one hand, i've got a friend who's shooting things in space, learning to double click to move, lock enemies, activate modules. He doesn't understand the difference between the types of guns, has all sorts of things added to his ship because he got them as rewards but at least he's having fun.

When do I pull him up and say, its time I showed you how to map your attributes most efficiently so that in 6 months from now you can be flying some really cool things, fairly well?

The complexity is one of the things that got me hooked, as it was a game I came across that I didn't immediately understand, which was odd, most games are fairly straight forward.

But I can't figure out how I would introduce attributes in a tutorial sense or as another player to a newbro without turning them off the game or putting them to sleep.

Well aside from throwing 20m skill points at them in some expensive starter bundle, and a 1 time use free way of remapping skills for when he's stuffed them, with paid alternatives thereafter. But hey, I think if that were a reality it would just end up being every ones fifth account.

If anyone had a good suggestion?
Dave Stark
#995 - 2015-02-17 11:13:55 UTC
xxxTRUSTxxx wrote:
again with the forced. did you never think it might designed that way for a reason, ffs.

and you are whining about 5%


i'm not whining about 5% at all, i'm not even whining. i just stated a fact that was called a "lie" then proved to be a truth.

sure it might be intentional; i'm also saying that intentional reason is stupid, especially in the climate of trying to improve new player retention.

Gregor Parud wrote:
Based on what logic?


not logic; fact, you know the fact in the post that quite obviously pointed out you either train 8 days slower or blow 3 remaps to achieve the same level of sp/hour us older players enjoy because we don't have to worry about training off remap support skills any more.

****, pretty sure it was you who even presented the proof. how quickly you forget.
Gregor Parud
Imperial Academy
#996 - 2015-02-17 11:15:44 UTC  |  Edited by: Gregor Parud
Rain6637 wrote:
There's also the matter of value for your sub fee. If you train slower, you're receiving less SP value for it.

8 days can also be especially painful if it's a prereq for something else, that has to be suffered.


8 days on a total of 160, compared to a super optimal remapping. Also, the numbers I stated are without implants. If you include implants then the % gain from remapping becomes lower making it even less than 5%. Seriously, the only ones caring about this are OCD math geeks (who'd probably never undock and do anything interesting anyway) and leadership of lol blob alliances who want their cattle to train up faster for a new meta which they weren't smart enough to figure out themselves first.


Dave Stark wrote:
not logic; fact, you know the fact in the post that quite obviously pointed out you either train 8 days slower or blow 3 remaps to achieve the same level of sp/hour us older players enjoy because we don't have to worry about training off remap support skills any more.

****, pretty sure it was you who even presented the proof. how quickly you forget.



You base that on older players only using a specific remap which unless they've been OCDing and staying docked for 2 years isn't going to be realistic.
xxxTRUSTxxx
Galactic Rangers
#997 - 2015-02-17 11:17:22 UTC
Dave Stark wrote:
xxxTRUSTxxx wrote:
again with the forced. did you never think it might designed that way for a reason, ffs.

and you are whining about 5%


i'm not whining about 5% at all, i'm not even whining. i just stated a fact that was called a "lie" then proved to be a truth.

sure it might be intentional; i'm also saying that intentional reason is stupid, especially in the climate of trying to improve new player retention.

Gregor Parud wrote:
Based on what logic?


not logic; fact, you know the fact in the post that quite obviously pointed out you either train 8 days slower or blow 3 remaps to achieve the same level of sp/hour us older players enjoy because we don't have to worry about training off remap support skills any more.

****, pretty sure it was you who even presented the proof. how quickly you forget.


for someone that wants nothing you're sure pushing the agenda here.

8 days,,, ffs ShockedRoll
Dave Stark
#998 - 2015-02-17 11:17:40 UTC
let me pose the question then;

why is it ok for new players to train skills slower? why is that a good thing for the game?
Dave Stark
#999 - 2015-02-17 11:18:31 UTC
xxxTRUSTxxx wrote:
Dave Stark wrote:
xxxTRUSTxxx wrote:
again with the forced. did you never think it might designed that way for a reason, ffs.

and you are whining about 5%


i'm not whining about 5% at all, i'm not even whining. i just stated a fact that was called a "lie" then proved to be a truth.

sure it might be intentional; i'm also saying that intentional reason is stupid, especially in the climate of trying to improve new player retention.

Gregor Parud wrote:
Based on what logic?


not logic; fact, you know the fact in the post that quite obviously pointed out you either train 8 days slower or blow 3 remaps to achieve the same level of sp/hour us older players enjoy because we don't have to worry about training off remap support skills any more.

****, pretty sure it was you who even presented the proof. how quickly you forget.


for someone that wants nothing you're sure pushing the agenda here.

8 days,,, ffs ShockedRoll


i'm not pushing any agenda. i've just laid a fact out there and if you say you're fine with it. that's fine. although now i'm curious as to why you think it's fine that new players have no option but to train skills slower than vetrans?
Rain6637
GoonWaffe
Goonswarm Federation
#1000 - 2015-02-17 11:22:41 UTC  |  Edited by: Rain6637
I think we're forgetting how serious the effects of attributes can be on the game. Jita and Amarr... influenced by the Achura stat distribution that used to drive character selection for a long time. That's been changed, but the momentum of Jita is a juggernaut at this point.

I mentioned it before, but when it comes to something like attributes and implant costs, there's no way to know how else players might behave if it was different.

The example of Jita and Achura's popularity is kind of important because it involves the same mechanic, of attributes and SP accumulation. I can't tell the future, but I'm willing to say I'm sure we'll find that EVE was gimped as a result of how attributes, remaps, and implants impinged on gameplay.

The only way to see a difference is to disconnect SP accumulation from active gameplay. Not necessarily eliminate the depth of SP accumulation gameplay, but get it out of the way of choices you make while logged in.